v1.4 has many new grass types, they can be found at the new demo scene pre-setup or you may add them to new scenes in the prefab and material lists, like in the sample scene. I did not add them automatically, just in case i would override grass types defined by users before v1.4 was added. Grass can have a tint color and there is also a parameter in the new shader to alter global color, but is not yet implemented through the Inspector, so must be changed in the material directly. I plan to add it for Inspector in v1.5 The grab grass will get the scripts from play mode that grow grass and regrow it properly in the editor. The system uses LOD and batching which cant be grabbed correctly if the actual grass is copied, that is why it has to be regrown from the grower scripts (the ones parented to the object grass is painted on) I would recommend not to copy the grass itself, as the grass copied outside the LOD and batching system is very heavy and may not use the system properly, thus create a slow down. From play mode you copy the object with the grower scripts after disabling it (not the bathcing scripts or the actual grass) and then paste to the editor and insert the object in the proper slot in Inspector, then enter the equivalent scene object (the one that was copied in play mode, but before entering the play mode, in the scene) that will get the grass and press the grab grass button. This will make sure to grow the grass like it was painted in the editor, which will make sure to use the LOD and batching properly afterwards. Note that (the batched) grass can be grabbed and exported from play mode as batched patches, this is a different functionality and the patches will have wind using the grass material, but they wont be part of the LOD or batching system, it would be like modeling a grass patch for the specific terrain and bring it as one object in Unity and use a wind shader on it. This is also useful in some cases, so i have both options available.